This kills the funky GL logging stubs, which unnecessarily
complicates the build process (think future cmake).
As for logging GL calls: Use apitrace for that
https://github.com/apitrace/apitrace
idlib/containers/VectorSet.h:151:2: error: use of undeclared
identifier 'Append'
note: must qualify identifier to find this declaration in dependent
base class
int Append( const type & obj);
int Append( const idList<type> &other );
Thread return types are different between platforms, and its
probably not a good idea to return something of a different size,
cast the callback and expect it to not crash.
Alot of stack and event variables are pointers. Align the size of
all script and event variable types to sizeof(intptr_t) so that
the CPU needs only one fetch insn on 64bit archs.
Tested on x86 and x86_64 and found no different script behaviours
compared to the binary from id.
Savegames on x86_64 do work, but are not compatible to x86 and vice
versa (among other issues, the stack is written to file as-is).
x86 builds can still load savegames from the official binary and
vice versa.
Let scons link directly in the build folder.
Multiple archs can coexist next to each other.
New scons variable "X86" to cross compile x86 binaries on x86_64.
suggest explicit braces to avoid ambiguous ‘else’
suggest parentheses around ‘&&’ within ‘||’
suggest parentheses around ‘-’ in operand of ‘&’
suggest parentheses around arithmetic in operand of ‘|’
equality comparison with extraneous parentheses
Functional change:
Proper HELLTIME check in Playerview due to missing parentheses.
hides overloaded virtual function
Fix member signatures of deriving classes to its super classes.
Removes the unused idGameBustOutWindow::Activate() and the
useless idMarkerWindow::GetWinVarByName().
variable set but not used
Removes some CollisionModel code under _DEBUG which was probably a
leftover, since it was completely useless (its done later anyways).